// Copyright (C) 1999-2000 Id Software, Inc.
//
#ifndef __TR_TYPES_H
#define __TR_TYPES_H


#define	MAX_DLIGHTS		32			// can't be increased, because bit flags are used on surfaces
#define	MAX_ENTITIES	1023		// can't be increased without changing drawsurf bit packing

// renderfx flags
#define	RF_MINLIGHT			1		// allways have some light (viewmodel, some items)
#define	RF_THIRD_PERSON		2		// don't draw through eyes, only mirrors (player bodies, chat sprites)
#define	RF_FIRST_PERSON		4		// only draw through eyes (view weapon, damage blood blob)
#define	RF_DEPTHHACK		8		// for view weapon Z crunching
#define	RF_NOSHADOW			64		// don't add stencil shadows

#define RF_LIGHTING_ORIGIN	128		// use refEntity->lightingOrigin instead of refEntity->origin
// for lighting.  This allows entities to sink into the floor
// with their origin going solid, and allows all parts of a
// player to get the same lighting
#define	RF_SHADOW_PLANE		256		// use refEntity->shadowPlane
#define	RF_WRAP_FRAMES		512		// mod the model frames by the maxframes to allow continuous
// animation without needing to know the frame count
#define RF_EXPANDING		32768   // expanding explosion

// refdef flags
#define RDF_NOWORLDMODEL	1		// used for player configuration screen
#define RDF_HYPERSPACE		4		// teleportation effect

typedef struct {
    vec3_t		xyz;
    float		st[2];
    byte		modulate[4];
} polyVert_t;

typedef struct poly_s {
    qhandle_t			hShader;
    int					numVerts;
    polyVert_t			*verts;
} poly_t;

typedef enum {
    RT_MODEL,
    RT_POLY,
    RT_SPRITE,
    RT_BEAM,
    RT_RAIL_CORE,
    RT_RAIL_RINGS,
    RT_LIGHTNING,
    RT_PORTALSURFACE,		// doesn't draw anything, just info for portals

    RT_MAX_REF_ENTITY_TYPE
} refEntityType_t;

typedef struct {
    refEntityType_t	reType;
    int			renderfx;

    qhandle_t	hModel;				// opaque type outside refresh

    // most recent data
    vec3_t		lightingOrigin;		// so multi-part models can be lit identically (RF_LIGHTING_ORIGIN)
    float		shadowPlane;		// projection shadows go here, stencils go slightly lower

    vec3_t		axis[3];			// rotation vectors
    qboolean	nonNormalizedAxes;			// axis are not normalized, i.e. they have scale
    float		origin[3];			// also used as MODEL_BEAM's "from"
    int			frame;			// also used as MODEL_BEAM's diameter

    // previous data for frame interpolation
    float		oldorigin[3];		// also used as MODEL_BEAM's "to"
    int			oldframe;
    float		backlerp;			// 0.0 = current, 1.0 = old

    // texturing
    int			skinNum;			// inline skin index
    qhandle_t	customSkin;					// NULL for default skin
    qhandle_t	customShader;					// use one image for the entire thing

    // misc
    byte		shaderRGBA[4];		// colors used by rgbgen entity shaders
    float		shaderTexCoord[2];	// texture coordinates used by tcMod entity modifiers
    float		shaderTime;		// subtracted from refdef time to control effect start times

    // extra sprite information
    float		radius;
    float		rotation;
} refEntity_t;


#define	MAX_RENDER_STRINGS			8
#define	MAX_RENDER_STRING_LENGTH	32

typedef struct {
    int			x, y, width, height;
    float		fov_x, fov_y;
    vec3_t		vieworg;
    vec3_t		viewaxis[3];		// transformation matrix

    // time in milliseconds for shader effects and other time dependent rendering issues
    int			time;

    int			rdflags;			// RDF_NOWORLDMODEL, etc

    // 1 bits will prevent the associated area from rendering at all
    byte		areamask[MAX_MAP_AREA_BYTES];

    // text messages for deform text shaders
    char		text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
} refdef_t;


typedef enum {
    STEREO_CENTER,
    STEREO_LEFT,
    STEREO_RIGHT
} stereoFrame_t;


/*
** glconfig_t
**
** Contains variables specific to the OpenGL configuration
** being run right now.  These are constant once the OpenGL
** subsystem is initialized.
*/
typedef enum {
    TC_NONE,
    TC_S3TC
} textureCompression_t;

typedef enum {
    GLDRV_ICD,					// driver is integrated with window system
    // WARNING: there are tests that check for
    // > GLDRV_ICD for minidriverness, so this
    // should always be the lowest value in this
    // enum set
    GLDRV_STANDALONE,				// driver is a non-3Dfx standalone driver
    GLDRV_VOODOO				// driver is a 3Dfx standalone driver
} glDriverType_t;

typedef enum {
    GLHW_GENERIC,			// where everthing works the way it should
    GLHW_3DFX_2D3D,			// Voodoo Banshee or Voodoo3, relevant since if this is
    // the hardware type then there can NOT exist a secondary
    // display adapter
    GLHW_RIVA128,			// where you can't interpolate alpha
    GLHW_RAGEPRO,			// where you can't modulate alpha on alpha textures
    GLHW_PERMEDIA2			// where you don't have src*dst
} glHardwareType_t;

typedef struct {
    char					renderer_string[MAX_STRING_CHARS];
    char					vendor_string[MAX_STRING_CHARS];
    char					version_string[MAX_STRING_CHARS];
    char					extensions_string[BIG_INFO_STRING];

    int						maxTextureSize;			// queried from GL
    int						maxActiveTextures;		// multitexture ability

    int						colorBits, depthBits, stencilBits;

    glDriverType_t			driverType;
    glHardwareType_t		hardwareType;

    qboolean				deviceSupportsGamma;
    textureCompression_t	textureCompression;
    qboolean				textureEnvAddAvailable;

    int						vidWidth, vidHeight;
    // aspect is the screen's physical width / height, which may be different
    // than scrWidth / scrHeight if the pixels are non-square
    // normal screens should be 4/3, but wide aspect monitors may be 16/9
    float					windowAspect;

    int						displayFrequency;

    // synonymous with "does rendering consume the entire screen?", therefore
    // a Voodoo or Voodoo2 will have this set to TRUE, as will a Win32 ICD that
    // used CDS.
    qboolean				isFullscreen;
    qboolean				stereoEnabled;
    qboolean				smpActive;		// dual processor
} glconfig_t;


#if !defined _WIN32

#define _3DFX_DRIVER_NAME	"libMesaVoodooGL.so"
#define OPENGL_DRIVER_NAME	"libGL.so"

#else

#define _3DFX_DRIVER_NAME	"3dfxvgl"
#define OPENGL_DRIVER_NAME	"opengl32"

#endif	// !defined _WIN32


#endif	// __TR_TYPES_H
